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Forum users from GUgolka have developed a letter of requests and want to send it to Ubisoft. However, for it to potentially succeed, many signatures from Heroes 5 fans are needed. The more people ask, the greater the chance that they will take our suggestions into account. ------------------------------------------------------------------------------------------
Sign in this thread! I will later send the list to the admin of that crew on GUgolka
Let's demand a higher quality game from the devs! Let's help improve Heroes 5!! ------------------------------------------------------------------------------------------
Signed:
Андрей celt MasterPainKiller Medvaldo SiNN ***JOKER*** Old God RomaShSh AlexeyPank IronAxe K1LLER ML. ТИГРЁНОК Sacred inquisition Alan Ленея Tengro Night VDV forever Digital X Archer Alex the White Wolf Supreme Xaker Sergh Ammy WhiteSmitt Imp Никита JOKEr Eric Wynn Raja_Rakshasa Kengy.ru Gortaur Некромант GremliH СКИФ GvozD RedB Ta Kotoraya... Nowizard elfelfelf X-plode Marilyn Kyle _Vladimir_ ------------------------------------------------------------------------------------------
Here are the suggestions. Thanks to MasterPainKiller for the idea of posting them here.
I. Strategic Map. 1. Refine camera behavior. Add centering by cardinal directions; for this, cardinal direction indicators on the mini-map could be used as buttons. Remember camera settings (tilt angle, rotation angle, zoom) separately for each hero. Create a map mode like in the third game – showing the world with scaling and conventional symbols. 2. Make monster icons larger when right-clicking neutrals/heroes. When right-clicking an enemy hero, display not only their name but also their portrait. 3. Show the hero's current experience when taking chests. 4. Add a summary information screen (Kingdom overview). 5. Make it possible to enter all objects on the map using the spacebar. 6. Remove the "jittering" of the cursor in place. Provide more precise cursor aiming at great distances. Extend the remaining moves indicator to an object to 4+ or 5+. 7. For hero icons, show not only the movement points bar but also a mana bar. Also, bring back the pluses (when receiving a bonus) on the scales. 8. Optionally introduce the old resource collection system with a pop-up window that clearly and understandably states how much of what was taken; moreover, all texts are already in the game and it won't require a large volume of work. 9. Add additional stat and skill boosters, various storehouses, etc. Use the vast open spaces of the map effectively in official maps. 10. Make artifact models on the global map more noticeable. Currently, one has to look closely (with zoom) to see what is lying there. 11. Add a "sleep" button and function to disable checking for remaining moves for the selected hero. 12. Add an option to disable the display of enemy movement (like in 3, the crossed-out eye).
II. Combat Mode and Spellbook. 1. Enable stable selection (via frame) of any unit on the ATB scale. This would help, for example, with quickly comparing the movement area for several units. 2. Provide a hint as to where a stack will move on the scale when a spell/ability is used. Also show where "wait" will push them back. Or display information about the creature's current position on the physical ATB scale (the one everything works based on) or exact time until the next turn in turns. This is very important to implement, as it is simply impossible to realize any long-term tactical schemes in the existing system. 3. Definitely add a breakdown of all stats for creatures: what the bonus consists of (hero stats, abilities, artifacts) and a breakdown of morale and luck. In unit characteristics (via right click), indicate current and default values of all stats, as in Heroes 3. 4. Reduce the random initiative spread at the start of battle to a maximum of 0.25%. This ensures units with lower initiative do not move before units with higher initiative – the current large spread turns battles from strategy into roulette. Give the attacking hero the advantage of the first move. 5. Create an interface button for "Wait" and a "special attack" button. For ranged units, this would be a melee attack, and for furies – an attack without return. 6. Do not highlight creatures immune to casted magic when applying spells. 7. Add an option to quick battle – battle without using magic. 8. Further speed up combat animations; speed up movement animation for casters. Introduce a slider in the options for combat animation speed. 9. Make 12 spells per spread in the book, rather than 6 as it is now. 10. Sort spells by level, not by time of appearance in the book. Introduce an indication of spell "proficiency," for example, as in the third part, so that None-Basic-Advanced-Expert spells are visually distinct. 11. Make it possible to view spell damage on the hero screen and strategic map, not only in battle. 12. Refine the creature information screen as implemented in 4. On one permanent screen with a breakdown; by hovering the mouse over an icon, show the creature's abilities, descriptions, and breakdowns of active skills and spells. 13. Make elemental summoning based on choice, not on terrain type. 14. Allow the player to control towers upon obtaining the "Machines" skill, and the tent should heal with more charges (resurrection/poisoning remains at 3). 15. Remember camera settings (tilt angle, rotation angle, zoom).
III. Hero Screen. Hero Leveling. 1. Reduce the number of tabs. Place army/main parameters/artifacts on one tab. Skills and abilities on a second. Biography on a third. Or even make 1 hero screen (except for biography). 2. Show the skill tree in some way, as it is currently impossible to play without a skillwheel. 3. Create 4 slots (instead of three) for abilities and perks without changing the basic system of obtaining them. That is, the ratio schemes would look like – 3 abilities + perk or 2 abilities + 2 perks, etc. This will allow more freedom in obtaining intended perks and make the system clearer. This won't affect multiplayer balance as everyone is on equal terms, and in campaigns, the required exp cap could be pushed back slightly. 4. Add a paper doll for artifacts. 5. Increase the number of artifact slots (pockets) and introduce set artifacts. 6. Display the amount of experience gained and needed for level-up above the green bar without clicking.
IV. City Screen. 1. Improve the building tree: make icons larger and more understandable, add colored frames like in the 3rd part (e.g., gray – building disabled in this scenario, green – can be built, red – insufficient resources, etc.). 2. Show how many resources/gold are needed for upgrading/training creatures even when they are lacking. Add a breakdown of weekly creature growth in the Castle. 3. Hero recruitment screen – display all characteristics on one screen immediately; there aren't that many. 4. Mages Guild. All spells should fit on 1 screen. 5. Add an option to disable the camera "fly-around" of the castle. 6 Make it so the "Buy All" button does not buy non-upgraded units if the upgrade building is already constructed.
V. General. 1. Remove multiple right-clicks where a short tooltip appears first and a full one on right-click – the short tooltip is useless. 2. Change the look of the campaign selection menu (image and map, as in previous series), and add a proper scenario description with a level limit. 3. Regarding AI – refine it everywhere. Remove or reduce resource cheating where possible – let it develop normally and capture mines (with a large starting bonus, naturally); definitely remove the cheating that allows passing through powerful monsters without losses. 4. Make it possible to sell artifacts, exchange them for resources, creatures, or experience. 5. Add more types of buildings to the map such as: various storehouses, creature prisons, university, stat boosters, etc. Also add more non-factional monsters; there are plenty to choose from. 6. Make it possible to choose autosave frequency: every day, every week, or every month. 7. Introduce several diverse pointers/cursors into the game and an option to select them. 8. Return walls to local garrisons (even small ones). Otherwise, these garrisons are useless. They are no different from battles with ordinary detachments. 9. When splitting creatures, make the minimum number of selectable creatures 1, not 0 as it is now. 10 Fix the bug for Academic heroes creating artifacts at half price with the Ultimate skill and dismantling them at full price.
VI Multiplayer. 1. Optionally remove battle time tracking; if that's not possible, then at least remove time when defeating enemy heroes or garrison castles without making it optional. 2. Create a "surrender" button instead of counting every disconnect as a defeat. 3. Enable the ability to plot paths for heroes during the opponent's turn, not to mention viewing the contents of heroes and castles. 4. Implement penalties for long battles (activated after a certain number of rounds in battle) that reduce remaining mp on the global map; for example, penalty 1 turn = 50 (100) mp.
Rean's Ghost :smile24:
Андрей
20 years ago
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It should be arranged so that when visiting the "Temple of Magic," the element to which the spell taught by the "Temple..." belongs is always visible. Currently, the element is only indicated when the "Temple of Magic" is directly visited and is not visible when you move away from it.
ДУРАКОВ ОЧЕНЬ МАЛО, НО ОНИ РАССТАВЛЕНЫ ТАК ГРАМОТНО, ЧТО ВСТРЕЧАЮТСЯ НА КАЖДОМ ШАГУ. Прошу прощения у Arandor-а. Я слишком резко отреагировал. Просто очень люблю спорт. Извини...[/SIZE]
celt
20 years ago
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I'm all for it! Just add the Barbarians!
Скоро! Всем ждать! Они явятся!:smile20:
MasterPainKiller
20 years ago
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It’s pointless, of course, but I’ll sign too – if it changes something for the better.
And if you also read the latest responses from the developers, then no one is planning to change much... unless Ubisoft is persuaded, but that would require an international effort.
Well, they wrote the letter in English. Here Pavlov;28632
Another same last version
Dear Fabrice Cambounet,
This letter is written by a group of HoMM fans from the "Heroes' Corner" forums. We decided to write this letter due to some quite inappropriate things we discovered in Heroes 5. We feel that the Heroes style and atmosphere which have been developed during previous four games are missing in the 5th game. Some features influencing playability are quite abysmal, especially game interface, which is very inconvenient and uninformative. We wish to make a set of suggestions which would, in our opinion, greatly improve the game atmosphere and make gameplay and playing experience more convenient. As well, our suggestion list contains some features which proved to be very useful in previous HoMM games (especially HoMM3 and 4) but are absent in HoMM5 for some unknown reason. We understand that any global changes in the game are now impossible to make and we don’t propose such global changes. We think that the features and changes we suggest can be incorporated in the game (minor ones in patches, heavier ones in add-ons) and (with minor exceptions) wouldn’t affect neither game balance nor inner game mechanics. In our opinion, realization of our suggestions would help Heroes fans as well as newbies to familiarize themselves with the game. As well, this would improve the playability and uncover the potential of the game. We hope that our wishes and suggestions won’t be left unattended.
Strategic map 1. Camera should be improved. The possibility to arrange the camera according to cardinal points should be added, probably by using designations around the minimap as buttons. Camera settings (direction, slope, zoom) should be remembered for each hero. Minimap enlargement, with showing all artifacts, resources, heroes, mines and cities in pictograms, should be possible, this mode proved to be very useful in HoMM3. 2. Monster icons (appearing after right-click on neutral stack or enemy hero) should be enlarged. Right-click on an enemy hero should reveal his/her picture, not only name. 3. When treasure chest is taken, current hero’s experience and level-up requirement should be displayed, in order to make the choice between exp and gold more convenient. If level cap is already reached, gold should be chosen automatically, without the choice window. 4. Kingdom overview window should be returned, as in previous HoMM games. 5. Heroes should be able to enter objects on strategic map (dwellings, fountains, etc) by pressing Spacebar. 6. The rearing cursor at the end of the hero’s path should be removed, it’s really disorienting. The ”number of turns to reach the object” indicator should display up to ”4+” or ”5+” (instead of current ”3+” maximum). 7. Heroes icons at the bottom of strategic map should contain not only movement bar but also mana bar. Both bars should display 'plus' symbols if the number of movepoints/manapoints exceeds some maximum value; similar way of visualization was used in previous HoMM games. 8. The old system of resource picking should be returned (maybe optionally), with the popup window displaying type and number of resource picked. 9. The variability of objects should be extended: new skill and stat enhancers, treasuries, etc. Large space of official maps should be used more productively. 10. Artifact models on the strategic map should be more distinguishable, as now it’s quite difficult to understand what artifact lies there (one needs to zoom the camera or right-click, that's inconvenient). 11. Sleep mode should be added, to turn off the ”remaining movepoints” check for selected heroes. 12. The option should be added to turn off enemy movement display. Sometimes it takes very long time, without providing any important information.
II. Combat mode and spellbook 1. One should be able to STABLY highlight any unit on ATB scale. It would be useful, for example, for comparing movement range of several units. 2. The information where (on ATB scale) the unit(s) would be moved after casting the spell/ability, or after a Wait command, should be displayed. Or maybe each unit icon on ATB scale should display time (in fractions of round) remaining before its next turn. Anyway, a player should be able to predict consequences of his/her actions in order to build any long-time tactical plans; now it’s absolutely impossible. Maybe there should be some hotkey for switching ATB scale between current mode and the old one (the one we've seen in open beta). 3. All unit stats (attack, initiative, morale, etc) should be given with detailed description of how are they formed: by hero stats, artifacts, spells, abilities, etc. In unit stats screen (displayed by right-click on the unit) current and default stats should be displayed, like it was, for example, in HoMM3. 4. Random factors during initial unit placement on ATB scale should be decreased. At least units with lower initiative should not be able to move for the first time before units with higher initiative; the existing system often turns tactical combat into some kind of roulette. For units with equal initiative, the attacking hero should have some advantage. 5. Buttons should be added for Wait and Special attack commands. (Special attack is melee attack for shooters and melee attack without return for blood beasts/furies.) ATB scale scroll button should be enlarged, as now it’s too easy to miss the button, click on nearby unit icon instead and attack that unit when it’s unnecessary and undesirable. 6. Units immune to spell which the player is about to cast should not be highlighted. 7. For quick combat, the option ”combat without magic use” should be added. 8. The animations during the combat should be speeded up, especially for casters. Maybe animation speed during the combat should be made adjustable in combat options. 9. Spellbook should contain 12 spells per screen, instead of current 6. Now one often spends too much time to scroll through spellbook to find a spell he/she needs. 10. Spells in the spellbook should be arranged by level, not by acquisition time. Spell icons should contain some indication of None-Basic-Advanced-Expert casting level, for example like it was in HoMM3. 11. One should be able to see spell damage BEFORE entering combat. This would help, for example, to choose artifacts for combat, and sometimes to make decision not to enter combat at all. 12. Unit info screen should be improved, for example similar to what was in HoMM4. In one screen all creature abilities and current spells should be displayed, with detailed descriptions at cursor pointing. 13. Summon elemental spell should be able to summon the type of elemental chosen by the player, maybe as some hero ability. 14. War Machines skill (or some ability within the skill) should enable the player to control citadel/castle tower and turrets during the siege. War machines skill should increase number of First Aid Tent healings (number of resurrections/poisonings may remain unchanged, 3). Otherwise the skill and especially the Tent are quite worthless. 15. Combat camera settings (slope, direction, zoom) should be remembered for each player.
III. Hero screen and hero development 1. Number of sub-screens should be lowered. For example: one sub-screen might display hero’s main stats, army and artifacts; the other one - skills and abilities; the last one - biography. Or a single screen might display all necessary info but biography. 2. Some version of skill tree should be implemented into the game and viewable at level-ups. Now one needs to alt-tab to SkillWheel, which is quite inconvenient. 3. There should be one more slot for abilities and perks - four slots for each skill instead of three (basic skill level allows to study one ability, advanced level allows to study two abilities and/or perks and expert level allows to study four abilities and/or perks). This change wouldn't modify multiplayer balance much, because all players will benefit from it the same way, and in campaigns experience cap should be loosened to provide the experience for taking up additional slots. 4. Hero doll (i.e. picture of hero's body, on which artifact slots are placed - like the ones in HoMM 3 or HoMM 4) should be added, for more visual and convenient demonstration of artifacts used. 5. Number of artifact slots should be increased (probably 1-2 pocket slots for items like horseshoe or bag of gold). Assembling artifacts should be added, like it was made in HoMM3 SoD and HoMM4. 6. Amount of experience, necessary for a level-up, should be displayed over the green experience bar (constantly, without mouse clicks).
IV. City Screen 1. Build tree should be improved. Building icons should be enlarged and more distinguishable, color indication should be used more intensively (for example: gray – impossible to build in this scenario, green – can be built, blue – can be upgraded, red – insufficient resources, etc). 2. Number of gold/resources needed to train/upgrade creatures should be displayed even if it’s currently insufficient. 3. In the Hero hire screen, a single screen should display all hero stats and specialization. 4. The single Mage guild screen should display all spells. 5. ”Flying camera mode” at city entering should be optionally turnable off. 6. 'Buy all creatures' button shouldn't buy unupgraded creatures, if upgraded ones are available, but unaffordable.
V. Multiplayer. 1. Battle timing should be optional - or, maybe, it just should be turned off for major battles (like city sieges or big fights with enemy heroes). 2. There should be a 'surrender' button, but game shouldn't consider every disconnect a defeat. 3. One should be able to lay down a way for his heroes duting his opponent's turn - and, of cause, to look through his city and heroes screens.
VI. Miscellaneous 1. In many cases cursor pointing reveals some brief info and subsequent right-click – full info. Brief info is unnecessary, cursor pointing should be enough for full info displaying. 2. In scenario/campaign choose menu, some kind of picture and map should be added, like it was in HoMM3, current menu is too spartan. In scenario descriptions, hero level cup should be shown. 3. AI should be improved (both strategic and tactical). Cheating with money (AI receiving enormous amount of gold every turn) should be lowered; give AI big starting bonus and let it progress normally. AI should fight serious monster staks 'honestly', without given odds. 4. The possibility to change artifacts for money/resources/experience should be added. 5. More neutral (not belonging to any city type) monsters should be added. 6. The option for choosing autosave frequency (daily, weekly, monthly) should be added. Autosave takes too much time on slow machines. 7. Different cursors should be added, for example for different races, maybe as an option. 8. Garrisons should have some walls or other defences, otherwise battling them is absolutely similar to battling neutral stacks and they loose any strategical meaning. 9. Long battles should decrease hero ability to move that turn: for example, every real turn of a tactical fight should consume 50 move points (but not below zero, of cause). This would limit fans of 'one-pixie-against-eight-hundred-zombies' fighting. 10. Academy bug must be fixed: hero with a pendant of mastery is currently able to generate infinite recources by creating artifacts for half-price and crashing them...
well, it’s not up to us to decide what to call it.
Rean's Ghost :smile24:
Medvaldo
20 years ago
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Well, let my name shine in this scroll as well.
Added 50 minutes later
By the way, it would be more correct to name the topic not "Letter to Ubisoft" - it's as if we are going to throw a letter at Ubisoft, but "Letter to Ubisoft".
Can I Play With Madness ?...
Rean
20 years ago
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it implies a letter to the Ubisoft company, so everything is correct :)
So, I'm also FOR it!!! Although I agree with MasterPainKiller that it probably won't change anything, but maybe the developers will find out what the community wants!
Of course, the developers won't implement everything we ask for, but maybe they'll fulfill at least a couple of points from the letter! Besides, what's left for them to do if half of the issues have already been fixed by mods? They just need to pack them into a data archive! :D
It's unlikely that Ubisoft will be interested in the petition, but it's worth a try. What do we have to lose? I'm in. PS It would also be good to create an English version of the petition.